added rules
This commit is contained in:
166
.copilot-rules.md
Normal file
166
.copilot-rules.md
Normal file
@ -0,0 +1,166 @@
|
||||
# Copilot Rules — Spacetris (SDL3 / C++20)
|
||||
|
||||
These rules define **non-negotiable constraints** for all AI-assisted changes.
|
||||
They exist to preserve determinism, performance, and architecture.
|
||||
|
||||
If these rules conflict with `.github/copilot-instructions.md`,
|
||||
**follow `.github/copilot-instructions.md`.**
|
||||
|
||||
---
|
||||
|
||||
## Project Constraints (Non-Negotiable)
|
||||
|
||||
- Language: **C++20**
|
||||
- Runtime: **SDL3** + **SDL3_ttf**
|
||||
- Build system: **CMake**
|
||||
- Dependencies via **vcpkg**
|
||||
- Assets must use **relative paths only**
|
||||
- Deterministic gameplay logic is mandatory
|
||||
|
||||
Do not rewrite or refactor working systems unless explicitly requested.
|
||||
|
||||
---
|
||||
|
||||
## Repo Layout & Responsibilities
|
||||
|
||||
- Core gameplay loop/state: `src/Game.*`
|
||||
- Entry point: `src/main.cpp`
|
||||
- Text/TTF: `src/Font.*`
|
||||
- Audio: `src/Audio.*`, `src/SoundEffect.*`
|
||||
- Effects: `src/LineEffect.*`, `src/Starfield*.cpp`
|
||||
- High scores: `src/Scores.*`
|
||||
- Packaging: `build-production.ps1`
|
||||
|
||||
When adding a module:
|
||||
- Place it under `src/` (or an established subfolder)
|
||||
- Register it in `CMakeLists.txt`
|
||||
- Avoid circular includes
|
||||
- Keep headers minimal
|
||||
|
||||
---
|
||||
|
||||
## Build & Verification
|
||||
|
||||
Prefer existing scripts:
|
||||
|
||||
- Debug: `cmake --build build-msvc --config Debug`
|
||||
- Release:
|
||||
- Configure: `cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release`
|
||||
- Build: `cmake --build build-release --config Release`
|
||||
- Packaging (Windows): `./build-production.ps1`
|
||||
|
||||
Before finalizing changes:
|
||||
- Debug build must succeed
|
||||
- Packaging must succeed if assets or DLLs are touched
|
||||
|
||||
Do not introduce new build steps unless required.
|
||||
|
||||
---
|
||||
|
||||
## Coding & Architecture Rules
|
||||
|
||||
- Match local file style (naming, braces, spacing)
|
||||
- Avoid large refactors
|
||||
- Prefer small, testable helpers
|
||||
- Avoid floating-point math in core gameplay state
|
||||
- Game logic must be deterministic
|
||||
- Rendering code must not mutate game state
|
||||
|
||||
---
|
||||
|
||||
## Rendering & Performance Rules
|
||||
|
||||
- Do not allocate memory per frame
|
||||
- Do not load assets during rendering
|
||||
- No blocking calls in render loop
|
||||
- Visual effects must be time-based (`deltaTime`)
|
||||
- Rendering must not contain gameplay logic
|
||||
|
||||
---
|
||||
|
||||
## Threading Rules
|
||||
|
||||
- SDL main thread:
|
||||
- Rendering
|
||||
- Input
|
||||
- Game simulation
|
||||
- Networking must run in a **separate thread**
|
||||
- SDL main loop must **never block** on networking
|
||||
- Cross-thread communication via queues or buffers only
|
||||
|
||||
---
|
||||
|
||||
## Assets, Fonts, and Paths
|
||||
|
||||
- Runtime expects adjacent `assets/` directory
|
||||
- `FreeSans.ttf` must remain at repo root
|
||||
- New assets:
|
||||
- Go under `assets/`
|
||||
- Must be included in `build-production.ps1`
|
||||
|
||||
Never hardcode machine-specific paths.
|
||||
|
||||
---
|
||||
|
||||
## AI Partner (COOPERATE Mode)
|
||||
|
||||
- AI is **supportive**, not competitive
|
||||
- AI must respect sync timing and shared grid logic
|
||||
- AI must not “cheat” or see hidden future pieces
|
||||
- AI behavior must be deterministic per seed/difficulty
|
||||
|
||||
---
|
||||
|
||||
## Networking (COOPERATE Network Mode)
|
||||
|
||||
Follow `network_cooperate_multiplayer.md`.
|
||||
|
||||
Mandatory model:
|
||||
- **Input lockstep**
|
||||
- Transmit inputs only (no board state replication)
|
||||
|
||||
Determinism requirements:
|
||||
- Fixed tick (e.g. 60 Hz)
|
||||
- Shared RNG seed
|
||||
- Deterministic gravity, rotation, locking, scoring
|
||||
|
||||
Technology:
|
||||
- Use **ENet**
|
||||
- Do NOT use SDL_net or TCP-only networking
|
||||
|
||||
Architecture:
|
||||
- Networking must be isolated (e.g. `src/network/NetSession.*`)
|
||||
- Game logic must not care if partner is local, AI, or network
|
||||
|
||||
Robustness:
|
||||
- Input delay buffer (4–6 ticks)
|
||||
- Periodic desync hashing
|
||||
- Graceful disconnect handling
|
||||
|
||||
Do NOT implement:
|
||||
- Rollback
|
||||
- Full state sync
|
||||
- Server-authoritative sim
|
||||
- Matchmaking SDKs
|
||||
- Versus mechanics
|
||||
|
||||
---
|
||||
|
||||
## Agent Behavior Rules (IMPORTANT)
|
||||
|
||||
- Always read relevant markdown specs **before coding**
|
||||
- Treat markdown specs as authoritative
|
||||
- Do not invent APIs
|
||||
- Do not assume external libraries exist
|
||||
- Generate code **file by file**, not everything at once
|
||||
- Ask before changing architecture or ownership boundaries
|
||||
|
||||
---
|
||||
|
||||
## When to Ask Before Proceeding
|
||||
|
||||
Ask the maintainer if unclear:
|
||||
- UX or menu flow decisions
|
||||
- Adding dependencies
|
||||
- Refactors vs local patches
|
||||
- Platform-specific behavior
|
||||
271
docs/ai/cooperate_network.md
Normal file
271
docs/ai/cooperate_network.md
Normal file
@ -0,0 +1,271 @@
|
||||
# Spacetris — COOPERATE Mode
|
||||
## Network Multiplayer (2 PLAYER – NETWORK)
|
||||
### VS Code Copilot AI Agent Prompt
|
||||
|
||||
You are integrating **online cooperative multiplayer** into an existing **C++ / SDL3 game** called **Spacetris**.
|
||||
|
||||
This feature extends the existing **COOPERATE mode** to support:
|
||||
- Local 2 players
|
||||
- Human + AI
|
||||
- **Human + Human over network (NEW)**
|
||||
|
||||
The networking solution must be **deterministic, lightweight, and stable**.
|
||||
|
||||
---
|
||||
|
||||
## 1. High-Level Goal
|
||||
|
||||
Add **COOPERATE 2 PLAYER (NETWORK)** mode where:
|
||||
- Two players play together over the internet
|
||||
- Each player controls one half of the shared grid
|
||||
- A line clears only when both halves are filled
|
||||
- Gameplay remains identical to local COOPERATE mode
|
||||
|
||||
---
|
||||
|
||||
## 2. Technology Constraints
|
||||
|
||||
- Language: **C++**
|
||||
- Engine: **SDL3**
|
||||
- Networking: **ENet (UDP with reliability)**
|
||||
- No engine rewrite
|
||||
- No authoritative server logic required (co-op only)
|
||||
|
||||
SDL3 is used ONLY for:
|
||||
- Rendering
|
||||
- Input
|
||||
- Timing
|
||||
|
||||
Networking is a **separate layer**.
|
||||
|
||||
---
|
||||
|
||||
## 3. Network Model (MANDATORY)
|
||||
|
||||
### Use **Input Lockstep Networking**
|
||||
|
||||
#### Core idea:
|
||||
- Both clients run the same deterministic simulation
|
||||
- Only **player inputs** are sent over the network
|
||||
- No board state is transmitted
|
||||
- Both simulations must remain identical
|
||||
|
||||
This model is ideal for Tetris-like games.
|
||||
|
||||
---
|
||||
|
||||
## 4. Determinism Requirements (CRITICAL)
|
||||
|
||||
To ensure lockstep works:
|
||||
|
||||
- Fixed simulation tick (e.g. 60 Hz)
|
||||
- Identical RNG seed for both clients
|
||||
- Deterministic piece generation (bag system)
|
||||
- No floating-point math in core gameplay
|
||||
- Same gravity, rotation, lock-delay logic
|
||||
- Identical line clear and scoring rules
|
||||
|
||||
Before networking:
|
||||
- Input recording + replay must produce identical results
|
||||
|
||||
---
|
||||
|
||||
## 5. Network Topology
|
||||
|
||||
### Host / Client Model (Initial Implementation)
|
||||
|
||||
- One player hosts the game
|
||||
- One player joins
|
||||
- Host is authoritative for:
|
||||
- RNG seed
|
||||
- start tick
|
||||
- game settings
|
||||
|
||||
This is sufficient and fair for cooperative gameplay.
|
||||
|
||||
---
|
||||
|
||||
## 6. Network Library
|
||||
|
||||
Use **ENet** for:
|
||||
- Reliable, ordered UDP packets
|
||||
- Low latency
|
||||
- Simple integration with C++
|
||||
|
||||
Do NOT use:
|
||||
- SDL_net
|
||||
- TCP-only networking
|
||||
- High-level matchmaking SDKs
|
||||
|
||||
---
|
||||
|
||||
## 7. Network Packet Design
|
||||
|
||||
### Input Packet (Minimal)
|
||||
|
||||
```cpp
|
||||
struct InputPacket {
|
||||
uint32_t tick;
|
||||
uint8_t buttons; // bitmask
|
||||
};
|
||||
````
|
||||
|
||||
Button bitmask example:
|
||||
|
||||
* bit 0 → move left
|
||||
* bit 1 → move right
|
||||
* bit 2 → rotate
|
||||
* bit 3 → soft drop
|
||||
* bit 4 → hard drop
|
||||
* bit 5 → hold
|
||||
|
||||
Packets must be:
|
||||
|
||||
* Reliable
|
||||
* Ordered
|
||||
* Small
|
||||
|
||||
---
|
||||
|
||||
## 8. Tick & Latency Handling
|
||||
|
||||
### Input Delay Buffer (RECOMMENDED)
|
||||
|
||||
* Add fixed delay: **4–6 ticks**
|
||||
* Simulate tick `T` using inputs for `T + delay`
|
||||
* Prevents stalls due to latency spikes
|
||||
|
||||
Strict lockstep without buffering is NOT recommended.
|
||||
|
||||
---
|
||||
|
||||
## 9. Desync Detection (IMPORTANT)
|
||||
|
||||
Every N ticks (e.g. once per second):
|
||||
|
||||
* Compute a hash of:
|
||||
|
||||
* Both grid halves
|
||||
* Active pieces
|
||||
* RNG index
|
||||
* Score / lines / level
|
||||
* Exchange hashes
|
||||
* If mismatch:
|
||||
|
||||
* Log desync
|
||||
* Stop game or mark session invalid
|
||||
|
||||
This is required for debugging and stability.
|
||||
|
||||
---
|
||||
|
||||
## 10. Network Session Architecture
|
||||
|
||||
Create a dedicated networking module:
|
||||
|
||||
```
|
||||
/network
|
||||
NetSession.h
|
||||
NetSession.cpp
|
||||
```
|
||||
|
||||
Responsibilities:
|
||||
|
||||
* ENet host/client setup
|
||||
* Input packet send/receive
|
||||
* Tick synchronization
|
||||
* Latency buffering
|
||||
* Disconnect handling
|
||||
|
||||
SDL main loop must NOT block on networking.
|
||||
|
||||
---
|
||||
|
||||
## 11. Integration with Existing COOPERATE Logic
|
||||
|
||||
* COOPERATE grid logic stays unchanged
|
||||
* SyncLineRenderer remains unchanged
|
||||
* Scoring logic remains unchanged
|
||||
* Network layer only injects **remote inputs**
|
||||
|
||||
Game logic should not know whether partner is:
|
||||
|
||||
* Local human
|
||||
* AI
|
||||
* Network player
|
||||
|
||||
---
|
||||
|
||||
## 12. UI Integration (Menu Changes)
|
||||
|
||||
In COOPERATE selection screen, add a new button:
|
||||
|
||||
```
|
||||
[ LOCAL CO-OP ] [ AI PARTNER ] [ 2 PLAYER (NETWORK) ]
|
||||
```
|
||||
|
||||
### On selecting 2 PLAYER (NETWORK):
|
||||
|
||||
* Show:
|
||||
|
||||
* Host Game
|
||||
* Join Game
|
||||
* Display join code or IP
|
||||
* Confirm connection before starting
|
||||
|
||||
---
|
||||
|
||||
## 13. Start Game Flow (Network)
|
||||
|
||||
1. Host creates session
|
||||
2. Client connects
|
||||
3. Host sends:
|
||||
|
||||
* RNG seed
|
||||
* start tick
|
||||
* game settings
|
||||
4. Both wait until agreed start tick
|
||||
5. Simulation begins simultaneously
|
||||
|
||||
---
|
||||
|
||||
## 14. Disconnect & Error Handling
|
||||
|
||||
* If connection drops:
|
||||
|
||||
* Pause game
|
||||
* Show “Reconnecting…”
|
||||
* After timeout:
|
||||
|
||||
* End match or switch to AI (optional)
|
||||
* Never crash
|
||||
* Never corrupt game state
|
||||
|
||||
---
|
||||
|
||||
## 15. What NOT to Implement
|
||||
|
||||
* ❌ Full state synchronization
|
||||
* ❌ Prediction / rollback
|
||||
* ❌ Server-authoritative gameplay
|
||||
* ❌ Complex matchmaking
|
||||
* ❌ Versus mechanics
|
||||
|
||||
This is cooperative, not competitive.
|
||||
|
||||
---
|
||||
|
||||
## 16. Acceptance Criteria
|
||||
|
||||
* Two players can complete COOPERATE mode over network
|
||||
* Gameplay matches local COOPERATE exactly
|
||||
* No noticeable input lag under normal latency
|
||||
* Desync detection works
|
||||
* Offline / disconnect handled gracefully
|
||||
* SDL3 render loop remains smooth
|
||||
|
||||
---
|
||||
|
||||
## 17. Summary for Copilot
|
||||
|
||||
Integrate networked cooperative multiplayer into Spacetris using SDL3 + C++ with ENet. Implement input lockstep networking with deterministic simulation, fixed tick rate, input buffering, and desync detection. Add a new COOPERATE menu option “2 PLAYER (NETWORK)” that allows host/join flow. Networking must be modular, non-blocking, and transparent to existing gameplay logic.
|
||||
Reference in New Issue
Block a user